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2020.10.10 IFS

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    fragColor = vec4(fragCoord.x/800.,.0,.0,1.);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    float R = 100.;
    vec2 center = vec2(500., 300.);
    float color = distance(center, fragCoord)/R;
    color = step(0.99, color);
    fragColor = vec4(vec3(color), 1.);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    float R = 100.;
    vec2 center = iResolution.xy / 2.;
    float color = step(R, distance(center, fragCoord));
    fragColor = vec4(vec3(color)*.9, 1.);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.xy;
    float edgeX = 0.;
    float color = step(edgeX, uv.x);
    fragColor = vec4(vec3(color)*.9, 1.);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    vec2 tmp = fragCoord;
    tmp -= iResolution.xy/2.;
	vec2 uv = tmp * 2. / iResolution.xy;
    float col = length(uv);
    fragColor = vec4(vec3(col),1.0);
}

mat2 rot(float a){
    float s=sin(a),c=cos(a);
    return mat2(c,-s,s,c);
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    vec2 tmp = fragCoord;
    tmp -= iResolution.xy/2.;
	vec2 uv = tmp * 2. / iResolution.y;
    uv = normalize(uv)/length(uv);
    uv += iTime/2000.;
    uv *= rot(iTime);
    uv = mod(uv, 1.);
    uv-=.5;
    uv *= 1.8;
    float col = length(uv);
    col = fract(col);
    fragColor = vec4(vec3(col),1.0);
}